Migrate to SDL2 and deploy as WASM
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Build & deploy web version / Build WebAssembly & deploy (push) Successful in 1m8s
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Build & deploy web version / Build WebAssembly & deploy (push) Successful in 1m8s
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1 changed files with 1411 additions and 483 deletions
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@ -10,7 +10,7 @@ vector2D playerVelocity; /**< A játékos sebesség [m/ms], a delta time
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int directionOfMovement = 0; /**< A mozgás iránya, lehet -1, 0, +1. */
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bool isJumping = false, isFalling = true;
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bool isDead = false;
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int points; /**< Mennyi pontot gyűjtött eddig a játékos. Ez nőhet és gyökkenhet is, de mindig >= 0. */
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static int points; /**< Mennyi pontot gyűjtött eddig a játékos. Ez nőhet és gyökkenhet is, de mindig >= 0. */
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void setDie(bool newValue) {
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@ -29,6 +29,7 @@ void updateText(int newPoints) {
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}
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void drawPointsText() {
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if(!isRenderingEnabled()) return;
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SDL_BlitSurface(text, NULL, screen, &(SDL_Rect){50, 30, 0, 0});
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}
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@ -56,9 +57,9 @@ int getPoints() {
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void movePlayer(unsigned char* keys, int deltaTime) {
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//nem a legszebb, de a rövidségtől szép lesz.
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directionOfMovement = (keys[SDLK_d] || keys[SDLK_RIGHT]) - (keys[SDLK_a] || keys[SDLK_LEFT]);
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directionOfMovement = (keys[SDL_SCANCODE_D] || keys[SDL_SCANCODE_RIGHT]) - (keys[SDL_SCANCODE_A] || keys[SDL_SCANCODE_LEFT]);
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isJumping = keys[SDLK_w] || keys[SDLK_UP] || keys[SDLK_SPACE];
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isJumping = keys[SDL_SCANCODE_W] || keys[SDL_SCANCODE_UP] || keys[SDL_SCANCODE_SPACE];
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//<\input feldolgozása>
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//<sebesség kiszámítása>
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if(directionOfMovement != 0) {
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